Table of Contents
LA Agartha, Ktonian Dead
Lore
In dark caverns under the Roots of the Earth a strange kind of one-eyed humanoids once evolved. Untouched by the sun, they became known to humans as the Pale Ones. When humans first met these pale giants, it was in war. With the destruction of the false god of the Pale Ones, an ancient Seal was broken and vast powers of destruction were released. The Pale Ones were almost wiped out of existence and humans could move down into the caverns of Agartha. Here they found fabulous riches and ancient secrets. The humans replaced the Pale Ones and now all Agarthans are pale-skinned humans with large eyes. Everything left by the Ancients became subject to worship in Agartha. At first, statues of the Ancients were adored and animated by the Golem Crafters, but most of the statues were destroyed during the great war and new forms of worship have evolved. The mummified remains of the now-extinct Pale Ones are worshiped and reanimated by necromancer-priests. While the mummies of Pale Ones are sacred, the human dead are not treated with the same respect. Used for menial tasks and warfare, the dead of Agartha now walk side by side with the living.
Agartha is inspired by fantasy RPG's in general, and an Earth Dawn setting of my brother's imagination, ripe with mummified ancestors entombed in ancient cavern halls, in particular. Old ideas of a race of pale, cave-dwelling humanoids from my ideas of the game “Shepherds of Creation” completed the conglomerate. Think of opulent halls adorned with riches of the deeper earth in which reside ancient bloated oracles with pallid skins ruling their kin with increasing desperation; desperation because their proud race is dying. Agartha is perhaps the most tragic of the nations in Dominions. Surviving oracles cling to memories of a glorious past unable to stop the unavoidable disappearance of their ancient race. I wanted a sense of loss to permeate the nation. - Illwinter
General Overview
If you are considering picking this nation to play, what should you know?
National Features
| Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
|---|---|---|---|---|
| | Hero: Summons: | Light and Heavy Human Infantry Steel Crossbows Cave Drake Knights | | |
**Capitol Gems: **1
1
2
Productivity Limit + 1
Death Limit + 1
The Agarthans are cave-adapted humans with 50%
Darkvision. This means that, in the darkness, their Attack Skill and Defence Skill are superior to that of regular humans. This is even more obvious in the magical darkness some Death Mages may beckon. However, their eyes have grown strange in an attempt to cope with the lack of light, leaving them only 8 Precision; or 7 in caves, which is the same amount as what a normal human would have. They are otherwise identical to regular humans; Size 3, with zero Natural Protection, 3 Encumbrance, 12 Combat Speed, 14 Map Movement, and 10's in everything else.
National Units
Commanders
| Sprite | Unit Name | SpecialAttributes | Comments |
|---|---|---|---|
| Agarthan Scout | | Commentary here. |
| Cave Captain | | Commentary here. |
| Gate Lord | | Commentary here. |
| Blindlord | | Commentary here. |
| Drake Lord | | Commentary here. |
| Cave Drake | | Commentary here. |
| Attendant of the Dead | | Commentary here. |
| Ktonian Reanimator | | Commentary here. |
| Ktonian Alchemist | | Commentary here. |
| Servant of the Oracles | | Commentary here. |
| Ktonian Necromancer | 10% | Commentary here. |
Units
| Sprite | Unit Name | SpecialAttributes | Comments |
|---|---|---|---|
| Agarthan Heavy Infantry | | Commentary here. |
| Agarthan Infantry | | Commentary here. |
| Agarthan Light Infantry | | Commentary here. |
| Agarthan Light Crossbowman | | Commentary here. |
| Agarthan Crossbowman | | Commentary here. |
| Agarthan Heavy Crossbowman | | Commentary here. |
| Entrance Guard | | Commentary here. |
| Agarthan Sapper | | Commentary here. |
| Cave Knight | | Commentary here. |
| Cave Drake | | Commentary here. |
| Blindlord | | Commentary here. |
Heroes
| Sprite | Unit Name | SpecialAttributes | Comments |
|---|---|---|---|
| Eckhart von Kohlbrunn - Master of Alchemical Secrets | | Commentary here. |
National Spells
Summons
Ritual
| Summon Spell | Unit | Special Attributes | Comments |
|---|---|---|---|
| Summon Penumbrals // (Conjuration 3) // | Penumbral x 6 | | Commentary here. |
| Awaken Shard Wights // (Conjuration 3) // | Shard Wight x 5 + [1/2 per lvl] | Eyes (1) | Commentary here. |
| Awaken Sepulchral // (Conjuration 5) // | Sepulchral | Eyes (1) | Commentary here. |
| Summon Umbrals // (Conjuration 5) // | Umbral x 6 | | Commentary here. |
| Awaken Tomb Oracle // (Conjuration 6) // | Tomb Oracle | Eyes (1) | Commentary here. |
| Hall of the Dead // (Conjuration 8) // and 25 | Shard Wight x 20 + [4 per lvl] | See above. | Commentary here. |
| Iron Corpse Reanimation // (Enchantment 2) // | Iron Corpse x 5 + [1/2 per lvl] | | Commentary here. |
| Reanimate Ancestor // (Enchantment 2) // | Iron Ancestor | | Commentary here. |
| Flame Corpse Construction // (Enchantment 4) // | Flame Corpse | | Commentary here. |
| Nightmare Construction // (Enchantment 5) // | Flame Barrel Nightmare | | Commentary here. |
| Ktonian Legion // (Enchantment 6) // | Iron Corpse x 30 + [5 per lvl] | See Above. | Commentary here. |
Other Spell
Combat
- Iron Marionettes (Alteration 5)
3 and 1
Commentary here.
Magic Access
See Magic Access. These guides supplement the summaries at the top.
Multi-Path Boosters
The hero, Eckhart von Kohlbrunn - Master of Alchemical Secrets makes getting the major elemental boosters doable, and having both makes climbing all the elemental paths easy.
Staff of Elemental Mastery or Crown of the Elements Unique
2
2 The hero, Eckhart von Kohlbrunn - Master of Alchemical Secrets + ![]()
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Fire
Highest starting:
2 Ktonian Alchemist (1 in 4)
Skull of Fire
1
1 is had by many mages.
Air
No national access.
Troll King's Court
3 Ktonian Necromancer (1 in 4) +
Troll King has
1
Water
Highest starting:
2 Ktonian Alchemist (1 in 4)
Orb of Atlantis Unique
2
1 Ktonian Alchemist (1 in 4) + ![]()
Streams from Hades
1
1 Ktonian Alchemist (1 in 4) + ![]()
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Kokythiad has
3
Trident from Beyond Unique
2
1 The hero, Eckhart von Kohlbrunn - Master of Alchemical Secrets + ![]()
Earth
Highest starting:
3 Ktonian Necromancer (1 in 4)
Ktonian Necromancer potentially has the right paths for the Atlas of Creation Unique, but it's a lot of boosters to get there.
Astral
Highest starting:
1 Servant of the Oracles (1 in 4) or Ktonian Necromancer (1 in 4)
Coin of Meteoritic Iron
2
1 Ktonian Necromancer (1 in 4) +
Golem Construction
2
1 Ktonian Necromancer (1 in 4) + ![]()
Golem has
2
Ether Gate
1
1 Servant of the Oracles (1 in 4) or
1
2 Ktonian Necromancer (1 in 4) + ![]()
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Ether Lord has at least
3, 1 in 4 has
4.
Hidden in Sand in Wasteland
3
2 Ktonian Necromancer (1 in 4)
Dust Priest has a 1 in 3 chance of
2
Although LA Ulm has the crosspaths for Atlas of Creation (Unique) it requires a ton of boosters.
Death
Highest starting:
3 Ktonian Necromancer (1 in 4)
Nature
No national access. No simple summons.
Glamour
No national access.
Troll King's Court
3 Ktonian Necromancer (1 in 4) +
Troll King has
1
Summon Spectre
3 Ktonian Necromancer (1 in 4)
Spectre has a 7 in 16 chance of at least
1
Blood
No national access.
Ether Gate
1
1 Servant of the Oracles (1 in 4) or
1
2 Ktonian Necromancer (1 in 4) + ![]()
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Ether Lord has a 1 in 4 chance of
1.
Strategy
How to win as the nation. Feel free to use the following sections, or delete them, or change them.
Expansion
Different expansion options.
Early Game
Early game options.
Mid Game
Mid game options.
Late Game
Late game options.
Example Pretender Builds
Chassis: Awake Titan of Crossroads
Paths:
4
5
7
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales:
6
2
0
3
1
2
3
Weaknesses
What are the nation's weaknesses?
See More
Add links to guides or other overviews for this nation here.


